• 4
Blue001

Pre-made (Yanfly's) Action Sequence Sharing and Discussions

Question

As Yanfly's Battle Engine Core and Action Sequences 1-3 basically add a new type of resource to the game that can be created/shared/requested (in the form of completed action sequences), I thought it would be a cool idea to have a thread where people can share any sequences that they would like, and maybe have people also be able to request to see how certain sequences could be done.

 

For example, if someone figures out how to do a omnislash like sequence and would like to share it, they now have a place.

Be sure to thank/credit whomever created a sequence if you use it in your game.

 

Please include a note on if the end user will need to have action sequence plugin 1, 2, 3 or all of them for the shared sequence.

 

- For example, User SOC shared the following sequence (in another thread) to make your character swing their weapon when using the skill that contains this notetag.

SWING WEAPON WHEN USING THIS SKILL<Target Action>motion swing: userperform actionmotion wait: useraction animation: targetwait for animationaction effect: targetdeath breakperform finish</Target Action>

It seems simple, but to some users, they may look at this an get confused, especially when trying to make it on their own. Having examples they can copy/paste to achieve a desired effect will help a lot.

 

A big thank you to Yanfly for creating the plugins!

 

-------------------------------------------------------------------

Quick Jump to Some Specific Attack Type Examples in this thread

FF7 Deathblow

Yanfly's Penta Slash

Yanfly's Detect Weapon Type Conditionals

Dragoon Jump

Five Different Hand To Hand Attacks

Actions For Slash Special 2 Animation

Actions For Slash Special 3 Animation

Dual Cast (If State is On)

Yanfly's Official Steal Animation

Edited by Blue001

Share this post


Link to post
Share on other sites

1,051 answers to this question

  • 0

love the thread idea. Keep em coming, this will help lots of us learn much quicker.

 

EDIT: How could we enhance this so that if a character gets two attacks in, both are facing the enemy.  I've got a character with gloves that gets an extra attack :)

 

The new updates today should have fixed it: http://yanfly.moe/2015/10/24/plugin-bugfixes-round-2/

 

Give those a shot to see if the crashes still happen. It should be removed.  :)

 

Anyway, here's a new action sequence for you guys. You can use it with your Attack skill. It will detect if the user is using a melee type attack (thrust or swing) or a ranged attack (missile) and either run up close to attack or shoot the enemy from afar:

<setup action>
display action
immortal: targets, true
</setup action>

<target action>
if user.attackMotion() !== 'missile'
move user: targets, front, 20
else
perform start
end
wait for movement
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
</target action>

Have fun!

 
Edited by erikmidnatt

Share this post


Link to post
Share on other sites
  • 0

Here's a caster damage effect: User slightly fades in and out 3 times, then a "power up" animation plays, then the character casts the damaging spell.

Take note that I'm making use of the camera panning/zooming, and also making non-active targets disappear during the ability. So, if you don't want those, just delete anything that says "camera" "zoom" and "opacity not focus: 0%"

 

<setup action>display actionimmortal: targets, truewait: 40hide battle hudopacity not focus: 0%camera focus: user, front center, 45zoom: 1.2, 45wait: 40motion chant: usermotion wait: userse: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20se: Darkness8opacity user: 55%, 20wait: 20opacity user: 100%, 20wait: 20motion guard: usermotion wait: useranimation 52: userwait for animation</setup action><Target Action>motion spell: usermotion wait: userwait: 30camera focus: target, front center, 45wait: 45action animation: targetwait for animationaction effect: targetdeath breakclear battle logwait: 20reset zoom: 20reset camera: 20perform finishwait: 20opacity not focus: 100%</Target Action><follow action>show battle hud</follow action>

Share this post


Link to post
Share on other sites
  • 0

@Fernyfer775 I like just tried it, I like. I'm going to save this one to the library and tweak as needed :)

Share this post


Link to post
Share on other sites
  • 0
COMMON EVENT 7 Set Variable 1 = Actors Attack *3<Target Action>opacity not focus: 0%, 30wait for opacityhide battle hudmove user: target, front base, 15wait for movementcommon event: 7jump user: 100, 20motion attack: userwait: 10perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkchange variable 1 *= 2jump user: 200, 30motion attack: userwait: 15perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkchange variable 1 *= 2jump user: 300, 40motion attack: userwait: 20perform actionaction animationwait for animation hp -variable 1: target, showSE: PLAY ENEMY DAMAGEenemy effect: targets, blinkopacity not focus: 100%, 30wait for opacityshow battle hud<\Target Action>

A neat little sequence i made. Each strikes makes the Actor jump higher and perform twice as much damadge as the strike before it. While on it, someone know if it will be possible to include or if it already is possible to use damadge formulas inside of these tags??? Example: CHANGE VARIABLE 1 = a.atk

Edited by Tobbx
muwawya and Fernyfer775 like this

Share this post


Link to post
Share on other sites
  • 0

Don't mean to be a noob, but I wonder what the code for a character to remain in the casting animation for a spell would be.

Share this post


Link to post
Share on other sites
  • 0

Don't mean to be a noob, but I wonder what the code for a character to remain in the casting animation for a spell would be.

 

motion spell: user

Share this post


Link to post
Share on other sites
  • 0

motion spell: user

That just did something else and prevented the spell name from popping up in the above screen. I have it as a setup animation by the way.

Share this post


Link to post
Share on other sites
  • 0

That just did something else and prevented the spell name from popping up in the above screen. I have it as a setup animation by the way.

Link what your set-up is, and what you're trying to accomplish, I'll see if I can figure out what to do for you.

Share this post


Link to post
Share on other sites
  • 0

So I took alot of the stuff in this thread, and changed it around a bit to make it my own a little bit. This is all based off a monk glove/claw user. Can be adjusted for anything really. 

 

Power Punch - Simple teleport-esque attack.

<target action>

hide battle hud

opacity not focus: 0, 20

wait for opacity

se: Wind10

opacity user: 0%, 5

move user: target, front, 5

wait for opacity

opacity user: 100%, 5

wait for opacity

motion attack: user

action animation

shake screen: 3, 9, 10

ani wait: 5

action effect

immortal: target, false

Wait 30

move user: home, 5

face user: forward

wait for animation

wait for movement

</target action>

 

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>

 

Uppercut  - As name suggests 

<target action>

hide battle hud

opacity not focus: 0, 20

move user: target, front, 5

wait for opacity

opacity user: 100%, 5

wait for opacity

motion attack: user

action animation

float target: 500%, 30

wait for float

float target: 0%, 10

wait for float

se: Earth5

shake screen: 3, 9, 10

ani wait: 5

action effect

immortal: target, false

Wait 30

move user: home, 5

face user: forward

wait for animation

wait for movement

</target action>

 

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>

 

One two Combo - Back attack, Front attack 

<target action>

hide battle hud

opacity not focus: 0, 20

 

wait: 1

move user: target, back head, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

 

wait: 10

 

move user: target, front base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

reset camera: 10

action effect

 

 

 

move user: home

face user: forward

wait for movement

 

 

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>

 

Pummel - Just a simple 3 hit attack

<target action>

hide battle hud

opacity not focus: 0, 20

wait for opacity

opacity user: 0%, 5

move user: target, front, 5

wait for opacity

opacity user: 100%, 5

wait for opacity

motion attack: user

wait: 1

attack animation: target

wait for animation

action effect

motion attack: user

wait: 1

attack animation: target

wait for animation

action effect

motion attack: user

wait: 1

attack animation: target

wait for animation

action effect

wait 1

immortal: target, false

Wait 30

move user: home, 5

face user: forward

wait for animation

wait for movement

</target action>

 

<follow action>

zoom: 100%, 60

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>

 

Blitz - From the first page, redone

<target action>

hide battle hud

opacity not focus: 0, 20

 

wait: 1

 

move user: target, back head, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

 

wait: 1

 

move user: target, front base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

 

wait: 1

 

move user: target, back head, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

 

wait: 1

 

move user: target, front base, 5

wait for movement

motion attack: user

face user: target

action animation: target

wait for animation

action effect

 

wait: 1

 

 

move user: home

face user: forward

wait for movement

 

 

<follow action>

opacity not focus: 100%, 60

wait for opacity

show battle hud

</follow action>

 

 

I would like to point out I can't even do events well, and I was able to adjust a lot of these and make one of my very own (upper cut). So if I can do it I feel anyone can. Much thanks Yan for making it simple, and thanks to everyone else for sort of showing this dummy how. <3

Edited by Stratoforce

Share this post


Link to post
Share on other sites
  • 0

Link what your set-up is, and what you're trying to accomplish, I'll see if I can figure out what to do for you.

 

 

<target action>

motion spell: user

perform start

</target action>

 

To be specific, I want it to stay on the last frame as the spell animation occurs.

Edited by SpellcraftQuill

Share this post


Link to post
Share on other sites
  • 0

<target action>

motion spell: user

perform start

</target action>

 

To be specific, I want it to stay on the last frame as the spell animation occurs.

 

Do it like this:

motion spell: user

motion wait: user

 

If you look further up in the thread, you'll see the magic spell casting example I posted, perhaps you could get a few ideas from that.

Edited by Fernyfer775

Share this post


Link to post
Share on other sites
  • 0

love the thread idea. Keep em coming, this will help lots of us learn much quicker.

 

EDIT: How could we enhance this so that if a character gets two attacks in, both are facing the enemy.  I've got a character with gloves that gets an extra attack :)

I'm having issues here. This works with Skills but when i apply it to the note section of a weapon, my character doesnt' do anything. What am i doing wrong? Thanks!

Share this post


Link to post
Share on other sites
  • 0

Do it like this:

motion spell: user

motion wait: user

 

If you look further up in the thread, you'll see the magic spell casting example I posted, perhaps you could get a few ideas from that.

<setup action>

display action

wait: 40

hide battle hud

opacity not focus: 0%

camera focus: user, front center, 45

zoom: 1.2, 45

wait: 40

motion chant: user

motion wait: user

wait: 20

motion spell: user

animation 52: user

wait 20

camera focus: target, front center, 45

</setup action>

 

<Target Action>

wait: 30

reset zoom: 20

reset camera: 20

opacity not focus: 100%

wait for animation

</Target Action>

 

<follow action>

show battle hud

</follow action>

That's what I did. Thanks and sorry for the trouble.

Share this post


Link to post
Share on other sites
  • 0

I'm having issues here. This works with Skills but when i apply it to the note section of a weapon, my character doesnt' do anything. What am i doing wrong? Thanks!

Yanfly said

 

You can use it with your Attack skill.

 

I took them literally. From what I understand Skills OR Items can use this action sequences. i don't think weapons or armor count as items..but again could be wrong From the help file it says

 

Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,

* where each individual aspect of the skill and item effects can be controlled

* to a degree.

 

Edited by erikmidnatt

Share this post


Link to post
Share on other sites
  • 0

 

<setup action>

display action

wait: 40

hide battle hud

opacity not focus: 0%

camera focus: user, front center, 45

zoom: 1.2, 45

wait: 45

motion chant: user

motion wait: user

wait: 30

camera focus: target, front center, 30

wait: 30

</setup action>

 

<Target Action>

motion spell: user
motion wait: user
wait: 30
camera focus: target, front center, 45
wait: 45
action animation: target
wait for animation
action effect: target
death break
clear battle log
wait: 20
reset zoom: 20
reset camera: 20
perform finish
wait: 20
opacity not focus: 100%

</Target Action>

 

<follow action>

show battle hud

</follow action>
 

 

Try this.

Edited by Fernyfer775

Share this post


Link to post
Share on other sites
  • 0

Try this.

Better, but what if I wanted to make it hit all targets?

Share this post


Link to post
Share on other sites
  • 0

Better, but what if I wanted to make it hit all targets?

 

Change the <target action> and </target action> to <whole action> and </whole action>

Share this post


Link to post
Share on other sites
  • 0

Is there any way to place the user on the top layer? If I go to base of enemy i'm always hidden behind them. Thanks!

Share this post


Link to post
Share on other sites
  • 0

Yanfly said

 

I took them literally. From what I understand Skills OR Items can use this action sequences. i don't think weapons or armor count as items..but again could be wrong From the help file it says

Thank you so much. It's working great!

Share this post


Link to post
Share on other sites
  • 0

I'm not sure if this is the right place to ask this or not, but in yanfly battle engine core is there a way to show picture during an action?

Share this post


Link to post
Share on other sites
  • 0

I'm not sure if this is the right place to ask this or not, but in yanfly battle engine core is there a way to show picture during an action?

i would try using a common event triggered via the actions.

Edited by erikmidnatt
jerrypylant likes this

Share this post


Link to post
Share on other sites
  • 0

Wow. I derped.....didn't even think about that....
 

Thanks! Worked perfectly!

erikmidnatt likes this

Share this post


Link to post
Share on other sites
  • 0

Glad it worked as I totally bombed on the spelling and could have caused confusion...i have found so far at least if the common event is in the traits list it fires anyway...so not sure the advantage yet of the plugin for this particular purpose. Plugin on or off, if the common event is in the traits it works.

 

I thought the advantage was timing of the call. which turns out to the the case. What I was missing was overriding the default system call for the common event. Once I blanked that out, it fired when I wanted to.

 

I *think* the default was firing in the FINISH stage, which I didn't want. I wanted it to fire in the setup phase, and have solved that with a very simple note of

<setup action> action common event</setup action><finish action></finish action>

Not sure if i should put more in the finish action or not. but since I don't have any special target movement, this works for me.

Edited by erikmidnatt

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.